Guild Chat - Episode 56
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Guild Chat - Episode 56
- Title
- Crystal Desert History Lessons
- Host
- Rubi Bayer
- Guests
- Bobby Stein
Peter Fries
Stephen Hwang
Justin Fawcett - Date
- October 13, 2017
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 56th episode of Guild Chat aired on October 13, 2017. Host Rubi Bayer and her developer guests for the next episode of Guild Chat, where they will talk about the history of the Crystal Desert!
Transcription[edit]
hi tyria and welcome back to guild chat happy Friday we're talking about path of fire today I know everybody's shocked that we're focusing on that right now this way well it's too late now because you can't leave your chair Bobby keep him from leaving his chair please this one is for those of you who may not have played Guild Wars 1 but are playing path of fire I'm wondering what all of the fuss is about with these familiar places and longtime players getting really excited about seeing these NPCs so we wanted to have some of our longtime devs on today and talk a little bit about what some of these throwback places are so you guys get some context and a little bit of a history lesson I'll let you guys talk a little bit real quick just introduce yourselves and talk about what you worked on that came over from Guild Wars 1 cool so I'm Bobby signed I'm the associate narrative director and yeah I've been actually with the company since factions so I helped out on nightfall did some story mission writing and other stuff good and then it was good things yeah sure and then path of fire I actually came out about halfway through the project to help with script revision so everything from story stuff but also to help Peter and other folks with some of the open world scripts I was a I was a writer for open-world on path afire but I started also during factions as an environment artist and during production on Guild Wars 2 I became a writer if you want us to say well we worked on that was that would be awesome yes so I got to work on you know a few areas back in nightfall days as a level artist like the garden of Severn its cannon now and then you know get to do a little writing for like some of the same areas and this expansion so it's kind of neat Steve Steve Huang I'm game designer I was lead mission designers for prophecies and so all those trials in the desert and you know the ascension process those were game designs that you know I mean a few of the other designers came up with I was also lead nap designer level designer so the initial layouts for the maps of all the guild wars until Gilbert's to release so another that's pretty well I feel like if it hurt you Steve did it yeah if you like compromise Lee's mission or dislike it it's my fault okay I like most of them there's one we can talk about later though yes yeah so when you guys found out we were going back to the crystal Desert Inn path of fire what was I'm curious about what was your first oh my gosh we have to do this thing we have to use this we have to bring this back any time we reach back into the lore or the setting there's a lot of I think expectations from our fans as well as from us things like what are the places we want to go or that people want to go what are the characters that either that we want to bring back or that we want to show evidence that they existed that kind of thing and so that all kind of it's like what what are the world-building do we want to carry forward what do we want to just leave behind as like okay that it's fine for that to stay and go where is one but if it's relevant to go where see whether we pull forward so a lot of those conversations happen I think when it came to well trying Peter can speak more to this but like with the open-world stuff what are what are the kind of a me and things that are happening what are the the event designs as a fan I'd want to know what happened to augury Rock those team number one is I think on my part this there's also like a you want to reinvent things and do a new version of it like you know we had a chance to take someone like pull out a joke oh that was is that a spoiler I'm sorry actually that's kind of therefore you should say really quick we're not going to spoil the path of fire story for you today so you are safe I just did but we're talking about the entire open world is running around yelling about Palolo joke oh yeah so yeah pretty much from the moment you arrived at M noon you hear people talking about him and he's a big force in the area but in the original Guild Wars he was played as a little bit of a you know kind of a slapstick II joke and I think that we wanted to joke yeah we wanted to make him a little more in nightfall you actually help him because he helps you you help him get his bone pals back yeah in the distillation so that there's a little bit of cross yeah a little double-crossing you help dispose one of his generals I kind of like tried to take over and then he helps you and that's how you help get over the sulfurous waist and chin undo worms and then over to the rough retard so yeah bringing him back he's definitely less slapstick II know I mean there was there was a comedy element yeah but dark yes and he's running this horrendous Kingdom that's like you know his people are really repressed and I don't know why I'm smiling but he's a big influence on this area and and you get to hear like about this like new political situation that's different from what we saw you know two hundred fifty years ago and he comes back at the end of nightfall and you know two hundred fifty years past you know he kind of takes over the roots of that Elan River yeah and you know his awakened people who exist today only know about him they don't really know anything besides that yeah he's had generations since since he was released to just mess with all these people and get them on board with his his whole way of looking at the world yeah like being an awakened is an honor yeah in some circles and it's to me it's weird but you guys made it work I mean that's their culture so we you know they've they've it's all they've known for all this time yeah and and I'm just I'm making this face I'm looking at you guys like how did you even make that I mean what were the conversations that got you there like okay this is this is what we need this culture to be like this is what we need his followers to want well I mean when we've I'm trying to think like some of the lore was set up you know prior to guild wars - we did that like movement of the world and there's a little bit of a hint of what what he's been up to he's diverting rivers and you know east of Abbey and yeah he's been SWAT he's been taking all the Sun Spears and turning them into Morton Crescent right and that sort of thing so we had something to go on there you know that he's probably been doing bad things to this area it was actually a challenging design too because in the early maps you know the awaken are definitely fully hostile and later when you get deeper into Bobby some of the awaken the in the living inhabitants of Bobby you know honor the awakened okay I actually I want to back up a little bit you mentioned augury Rock how that was one of the things you knew you wanted to bring back and can you give some history of what that is for people who prophesies after you get sent by the Vizier to the Crystal desert to ascend because the mursaat are there called the unseen ones and you can't see them unless you're ascended so and they're leading the white mantle who you're fighting against so you go over to the crystals and desert to ascend and there's three trials which all call me only to re Rock and so at the time we weren't quite sure we've made it a little bit more freeform you can choose which mission of the three missions you want to do an order it's all to get the divine fire the you know the gaze of the gods the focusing crystal and then the rune circled over it there's River and then that will give you the divine power to enter our a rock where you would face yourself yeah it was it was a huge part of the story in back in Guild Wars 1 where this was this was a big turning point for your character yeah it's a central point where you become like you know the sended and then the story really kicks up they're no longer the unseen ones I can see how that would be Oh No okay even talked about it way back dude like what if we could just have these unseen enemies you know whispering to the mantle in the background and we couldn't quite pull it off in the in the right way so it ended up being the way it was where the mantle is kind of the visual front face of the of the mursaat and then later on you see how strong the Mirsad are and gonna have to get you know your infused armor and things like that oh infusion runs oh my gosh we had to a little bit make it less less flimsy because they spectral agony oh that's a little yeah we always wanted it actually to be like special weapons where you'd actually do special damage to them but we can do that quite yet so we had special armor Peter you had mentioned the garden of Severn mm-hmm horse or submarine if you will oh boy we had this I don't know how to pronounce it you'd think I would have gone back and looked at our pronunciation guide since our conversation yesterday but I did not in there yeah it might not have ever been voiced well then we just made cannon in my head it was submarine but I don't know why submarine works for me yes so that was one that you worked on back in first kill nurse yeah and when I say worked on I didn't mean I made the whole thing because Justin will maybe talk about this later when he comes on but like the environment artists we used to pass maps around and we we'd all like sort of iterate things but I just I said this yesterday when we're in our pre conversation conversation that one of the last things I worked on a nightfall was like fixing collision around like stair stairways and railings in that and like right until we had like pencils down and we could stop working on it the garden mission was great it's like kind of a social mission it was it was a party and nightfall and then it ended up being besieged by harpies and you need a good time yeah I was actually looking at Islamic gardens and trying to at least pay homage to those a little bit with the colonnades and the central you know kind of flow of water and stuff yeah that was actually one that I worked on with Colin Johansen back when he was a designer here yeah off somewhere else but no it was really fun because that was I think one of the first times where actually was on a project early enough to where I was collaborating with a designer and it was really great because you know Colin always had this great energy and we wanted to have fun with it there's a lot of goofy stuff in there but it's like oh there's still a goofy stuff I mean that was one of those kind of relaxed missions until the harpy showed up yeah medical it'll problematic but the player-character had a lot of challenges like hey this guy's there's a mime and he's going to emote and you have to match his emotes and there's a little there's a little kid yes yeah I remember that yeah we brought back some of that stuff in that garden area I'm Kate Casey Anderson did a lot of the writing in there did some really fun stuff with like the acting troupe and everything that's there and this is an acting troupe I think it's the idea that we had for path of fire was that this area was going to be like the party at the end of the world well you know everything's going on all around them they're just like these Nobles gathered around like no partying as if this is the last party they're ever gonna have because you know Crockett orcs move - is this a spoiler by the way so crooked orcs move down there and you have chairs and there's a dog on the March and there's like you know the forged and the branded and all this like chaos around them so they don't know like it could be the end of everything and so they're good they're gonna put on a play yeah so you can like help them with their lines and everything and you know if that's the sort of thing you like yeah the the vibe of the place is kind of the same I did notice a lot more things trying to murder I mean it wasn't just like okay everything's fighters to the harpies gay party yeah but it still yeah it's just everything the games trying to murder you right this is this is true I've found this is the case the eggs turning back to you know some of the things that we wanted to bring back like I mean when you looked at like we're gonna do when we lay out any of the Guild Wars 2 maps we look at what was there potentially in Google Earth 1 and what would have survived 250 years like the lonely vigil the giant statue that used to be a skill challenge to get your skill points posted low with 20 and that I had a funny story in itself and that there used to be the statue and you'd knock it over to cross over to challenge one little forgotten right but something was a little bit odd with this one proper from far away it would still look it was standing up and so you know from far away you'd see it pop up and down I never experienced that I always just figured oh it fell down while I wasn't looking while I was coming around this sand dune the whole thing I missed a big thing so that was a bug that became a feature yes I need to find where that tripwire is just like hot my character back and forth and back I mean the original writer he wrote the flame seeker prophecies like 13 years ago and to actually get that into the game was really great yeah that's right yeah we did get that in so you you get to find like bits of the prophecies and reassemble it and and you can see the D text of Clint's final prophecies for what was going to happen in prophecies yeah that was a really fun thing that I noticed that made it in there yeah talking about augury Rock got me thinking something that you and I were talking about you have and we've got all these amazing throwback locations and we've got these whole maps that were in Guild Wars 1 but there had to be a balance between okay we're just copy pasting maps over and making them look cooler and if we do good work all the time yeah email I got earlier yes to you in 2013 but you still have to get the player your stuff to move the player around the world just have to guide them and how did you take these assets and these people that were here and get them to help you with that oh yeah I mean one of the things and I know this is not like a story segment I'll save that for another day ok stop it everybody dies one of the things that I think was important so Moe was the game director and Mike's he was the design lead for the project and and for them and actually it's also something that narrative believes strongly in which is if there's if you can find good smart ways to kind of have the game playing the story kind of merge together it just makes for a more fun experience and it's the the as Moe likes to call it like the joy of movement and exploration and discovery is something that's very important to us as a company so trying to find ways for the story to push the player out into the world to you know do cool things explore find events and other little hidden things just throughout the course of the story you're likely to run into some really neat things that are going on you're like I'm even in the case I know going into like later in the game where you need to I won't spoil it but like you need to basically go out and find some answers and really you're just kind of put out into an area and you're not even entirely sure what you're doing but the fact is if you talk to the right people in the right order you can kind of you know get the fast-track version but if you end up going around all these places and talking all these people you'll start to find these funny little stories that are there so depending on how you play it it'll change and I think that was one of the things that we you know every few story steps we were like we need to get the player out another world to explore that you know whether it's to get a mount or whether it's just to get into a new map area or this is where you know back three starts up so let's let's get players over here so that was just definitely a very conscious decision that that was cross-discipline these great things we have let's just use them to I mean with things long use historic places in a manner that makes sense to like the tomb of the primeval kings used to be the entrance to the mists yeah and so it's a natural place to go if you want to hit that way so reusing that and revisiting it's something that now you can go into before it was just kind of a facade yeah until you know I belong tore it up and we moved it to PvP Isles but that's one of the locations too that's in the open world but also in the stories not to spoil the story but you go there in the story but you also can visit in the open world and you see like a different sort of version of things that are going on I mean you encounter some of the same characters just let's just say but it's different the version of it do you guys want to talk a little bit about what two most primeval Kings I mean it was the entrance to the mists but do you want to talk a little more about what it was back in Guild Wars so the the primeval dynasty that originally ruled this area there were kings and queens actually and you had these these royal figures that were sort of anointed by the gods or whatever to rule over humanity and there was Queen Nana J was one of them who founded the Sunspear order or she called them the Sun spirit guard originally and the Sun spears play into our story and you mostly see them they're mostly part of the open-world story you don't see them so much in the story story story there's not many Sun spirits of light left yeah they're on the run there's like renegades that are feeling good like the last Jedi yeah yeah they were a much bigger part of Guild Wars one I started to say factions and I was like that's not right well they were protecting the whole continent they were like their local military I guess and and when you start nightfall you you become a Sunspear you know you join their order and costs and all those characters teach you how to you know take up all their magic power and talking about heroes we do definitely have some callbacks to some of the heroes from nightfall and I think we see callbacks like it's just oh yeah we just mentioned them in pass except there's their time capsule so which ones I mean which ones are which callbacks did we bring back you can find the descendant of Khasan Milani and the desolation I think they're more than one there might be the claiming is important the heroes back in Guild Wars one like costs Milani talked hora de couro can I can I trust you with this he's good it's gonna wait bottom was back in Guild Wars 1 that were NPCs that you can I say earn and that just sounds terrible but that you can you could work with and recruit to come along with your player character yeah right that's when we introduced hero so you could give them commands to go to different locations you different skill sets I was like point them over here so that they don't start a fight a little bit away so we go visit you know the ruptured heart and the layer that forgotten you know all Golders one locations that you would expect you know some forgotten to be at the layer forgotten there was actually only one forgotten left over by the layer forgotten angle yeah no we forgot to put him in but there's a vestige of that last forget we've gotten at the layer and that's where you can find one go the heroes as well you were seeing some claim to be the descendants so this is like yeah he was he was really important I want to be related yeah my head it was around to say no yeah I grew up in New England and everybody would claim that their their family came right off the Mayflower you know cuz it's like you want to say yeah we were here first kind of a thing so that there's like people of me I never know that well there yeah most people do is go back and claim to be a descent of cost yeah so it's cool like if you say well I'm the descendent of cost and everyone will give you a little you know love story in nightfall they did tell Korra was come on the side yeah the little little love triangle was always kind of a and now that you've mentioned it you're committed to explaining it for those people who didn't play good right so cost was kind of a brash warrior one of the sons beers and so Milani was a kind of virtuous and kind of hot-headed but really determined the valley of the dervishes she was pretty great yeah and they kind of had this thing back and forth and you know talk for was princess at the time and she kind of had an eye for cars but even tuck horn realized that Casa Milani belonged together yeah he stepped aside at one point why I haven't played that in years I'm gonna go back and have a little revival what feelings button pacifier we got the gift elk or a happy ending to so that was good you know she everything wound up really well for her and wrong yeah yes open world is safe so well though I don't know do we want to talk about that cuz it's really as part of the whole you know okay well thing yeah she totally got a happy ending well it all worked out well for anyway she's still there she's there she's there okay yeah alright so I want to leave you guys with leave us your favorite well I want to leave you guys with what was who is your favorite NPC throwback that's running around the maps doesn't have to be named person but who do you like the way I'm jumping in you go first because you're sitting there now Jesus goes first you can if you want to what I would say was people will see it in the future oh oh oh you guys there's a future well I mean Gilbert's three so a future release people will see what I'm talking about I didn't know they were gonna be future releases are you are you talking about okay yeah that I totally did that to be mean so high wait did you use the right angle cuz I yes actually there are lip readers in the audience so my well he's he's mostly there by omission but you know you talked about how everyone's talking about Joko and and that you know if the praise Joe go here cuz he's you know know that chad is filling up with everyone's joke oh can i can i also point out too that anyone that played Gilders one which I really hope everyone out listening and watching this right now did that because you know you're not really a true fan unless you did yeah and if not go to our website yeah and yeah go yeah go buy it right now and play through it and then even just when you can watch the rest of this but I'm not waiting for that all those people if they play through the story which real fans did released joke oh so they are responsible I hope when they walk around this world now 250 years later they still feel terrible turned out and then far these part including Laura and look what you did yeah look what you did you oh you and to a lesser extent you zero regrets yeah done Cora you know is part of that team and he still feels that's right yeah he still feels some amends for that you know which is partly why he sticks around but my favorite NPCs you know I love putting the because I worked on those missions in the crystal deserve oblivion the Ascension kids so that there was that was really cool so they would replay it can i retell that story in a fun way and tried to integrate some you know to lose one skills though I I screwed up one of the garages and preparations and things but yeah that's a feature and having the descendant of Cosmo it was really fun to you know but uh you know those aren't actual you know the characters the what I enjoyed putting in was some of the dialogue between the ghosts at the the ghost guides near the layer that forgotten they they used to be guides for this another ask alone in a morose and they were tasked to guide them through the desert finding relics but Rose you know was really mean to him and they end up dying in the desert along with a bunch of pilgrims and jad they ended up in the loss of the layer of Scranton area but they still hate each other and they still talk about it so it's so that's good to like you know what comes back and goes for them and they're all still hateful masses cranky yeah that's nice alright we're gonna take a quick break and then we'll be back with more Guild Wars 1 talk and why it matters in Guild Wars 2 so there's time to go by Guild Wars 1 [Music] and we are back we have added one more dev Justin thank you for joining us today thanks for having me I'll let you introduce yourself talk a little bit about what you worked on in Guild Wars 1 and then path fire Justin Fawcett I'm a map artist on the environment art team I also started on factions and sat next to this guy for the first year two weeks apart yeah did you really yeah oh wow you should get a what a little badge or whatever because I sat next to Peter too and that really needs to be recognized with a scowl we've entered the part of the show where we all start ripping on each other nice you still have those DC figures yeah oppressive array of 12-inch figures yeah you know I stopped putting them on my desk because we move around here at the new office so much the like your stuff in a box also I remember an epic coffee spill - this is a story I need to hear though I stole a lot of coffee over the years I need to talk to you about lids and how they're great I worked on Matt borders one of the map artists on the Riverlands and the desolation in maps awesome alright so we talked about this with these two guys and Steve at the beginning but what were the first things when we started talking about going back to the Crystal desert that you were like okay we need to bring this back this is important I knew Audrey rock was going to be a big big kind of centerpiece obviously I remember actually working on some of those desolation locations like the bone Palace yeah the bone pills so it's always fun to be able to you know go back and recreate some of those areas the updated you know engine and 250 years later how does it look and everything so that's I like having somebody on who's worked with these guys for a long time because he just like keeps yeah to ignore [Music] I really like the this is a map art thing but I really like the treatment on the sulfur and the desolation the way that the light is coming up from below it's really awesome mm-hmm the color the bright yellow I was using some of our River tech which we started using in the last expansion and yeah you can put you know different textures on it so it's quicksand it's sulfur or water so lets tech that was after my time it was so much that's true it was much simpler Gil those one like you know all the settings and everything we didn't have to worry about like what the weather patterns were what kind of particles are flying around or lighting I didn't even think about that that makes more of a difference yeah and you guess you added like a procedural weather thing right and into the fire yeah we have more scriptable environment zones that's really cool so we always talked about and so like what are the kind of things that you have control over now well going forward but like can you give us an example for our viewers out there yeah where can they go to see this was this dynamic weather you'll actually you're aiming for something in particular and I'm leading the witness [Laughter] you'll have sandstorms that'll start it's rain he wants to talk about the rain he's the thing so I don't know I'm actually interested that you and I interested in kind of salty that you brought back the desolation and the sulfur but it works with the skimmer so I'll take it but did you guys I mean we knew we were gonna have that map did you talk about maybe let's just leave this all for sand out do you want us to cut that now that was you know that was gonna be a thing that you're gonna have to work with yeah going in we knew we were gonna be various mounts and they have different abilities and so the maps were really designed around those and so you get the skimmer and the previous may happen because it's going to be used so much so much more afterwards it dovetailed it dovetail pretty nicely I found the quicksand the hard way I think a lot of people did I saw a lot of yelling and map chat those for those first few days in Crystal Oasis about hey what's oh god someone help me this is not okay but then there's usually some reason across those areas right to get cross the quick send and then you find the thing or whatever that your prize I wanna go back and talk a little bit about the bone Palace and it looks I feel bad saying it looks better in pacifier but most things do better materials to work with this material stored centaur bone Center bones yeah so many more so many more bones to work with and do add-ons expansions but do you want to do a little bit of backstory on what the bone palace was I mean it's pretty straightforward but he made the original bone palace I didn't even realize that until I when I went back and to look at the old maps and it's like wait a second I did actually this map I was I was look it looks like this those giant skeleton heads are smiling because the way the eyes are very metal but it's so it's been totally rebuilt over the years and gotten gotten a few upgrades so this was was this the core of djoko's domain was this kind of his place back in Guild Wars 1 yeah I was this palace right yeah kind of a given that he has like some other central headquarters that you know aren't necessarily and it's kind of expanded his his territory a little bit too yeah so did you get to play with that and kind of have a little bit of creative freedom in making it better for yours um well I can talk for man about the map training process yeah please do first of all I want to make a special mention the concept art it's always started with the concept art and it's still has like I'll personally keep a few images monitors throughout the whole process just for inspiration oh that's right you keep you have Guild Wars 1 come on a third monitor just for real yeah I'll get to that in just a minute and but a new process are a part of our process we started with these expansions is a kind of a map prototype kind of concept map prototype process and so I know here's some screens here I don't think we've ever shown these but I'm an artist will work directly with the art director and come up with you know kind of translate the concept art into you know into these maps and so when I go to work on and I can see okay here's the textures here's how the new props are supposed to fit together and it's all director approved and so it's it just helps a little more efficiency look and feel on the front end and it does take time to come up with the look and feel and regarding yeah kind of recreating those original locations I have Guild Wars 1 up on one of my monitors and I can just go back and forth and take a look at it and see if the size is you know about right I maybe it's it's you don't want to spend too much time on it because the most important thing is how it you know the gameplay works and this pacifier in this game but I can even know I even used a kind of grid overlay of the older maps and when you first start a map it's completely flat and so I just took a few hours and just kind of painted the layout of some of those sulfur trenches and things in the desolation map and so then I can go from there and then over the next year or so that you're working on it pretty much feels like it's been 250 years later it feels like we've been working here for years if we get an extra week at 250 so do you feel like you matched up pretty well I think so I do I think it's cool yeah there was an area that was not there was an area in Guild Wars 1 that was was that the desolation map that was not yeah kind of the northern you know third of it so we got to come up with I think it was a mr. beetle stone who came up with the idea of a sulphur mine that's up in that backyard reference imagery so that wasn't neat opportunity to kind of imagine what was up there and of course it's been flooded since then so it's kind of a continuation of of the previous map jocose been moving rivers around here and there and some landscaping needs to not so in Guild Wars 1 that was just the place where you went to scrape your nose against the wall for map completion also a gill boys won on our website by the way but you should have already bought it and played it so you can release Joko because yes there's a mixed message here I mean you don't like this there's a disconnect in time if they didn't release Joko so you know they have to have released Joko okay so while Peter does math I want to talk about some of the map features that we ran around with because you and I were talking about the teleporters and one of the things that I loved was this ghost at the teleporter and for an achievement point if you've come across it you have to match up the flashing light patterns on this teleporter and that was something that you had worked on because I didn't know that some of them worked this was information it yeah yeah and the Riverlands map most of them are kind of ruined and half buried in sand but Steve wanted to put in some working ones and so it was kind of a memory game where it shows you you know the you know lights up and a different pattern and then you you know match that up and then you can use it so another achievement I think maybe there's seven of them that work the Overmind I added a few at the end of long there were some long tunnels and so there's actually an easy way for you to get out using one of those that was kind of you try to be now there's a fine line between challenging and frustrating would you say you're not you know I was gonna bring him up I was jumping puzzles are a little on easier more enjoyable kind of waiting for the door to bust in oh yeah every time his name is called as a years like light on fire he'll come right out of there plot twist he's been back there the whole time I do appreciate that you like to be as kind as possible yes when designing some of the dialogue that we brought back was either reminiscent of and I'm actually thinking of the same ghosts because you talk to him and he's like yeah I was just standing here minding my business and there was a Hydra and that's what makes a reference to the Hydra killing him or something right yeah I like that it's so traumatic that you just can't even go there yeah but some of them have identical dialogue to don't they yeah they do it the idea I think is that these ghosts are still reenacting these things that you know happened to them because they're you know bound to this world by whatever horrible thing they're reliving over and over again forever which is you know good so here's a little bit of it at Easter Egg yes so again it's not in the open it's not in the open world but it's not a story spoiler because I'm only gonna give you a very little bit of information okay there is a character who you encounter throughout the story who is from The Guild Wars 1 series and people have started to theorize who this character is or was but one of the lines of dialogue that this character says is basically if it wasn't lifted wholesale from something from Guild Wars 1 it was very close oh and we wanted to see if people could match it so that's just a little bit of something there if you didn't catch it you should get online and buy a copy of Guild Wars 1 the strategy guide and listen very carefully every line every character says that strategy guide by the way I may have written one of them before we even put it out it helps you balance a coffee table if the legs are wobbly so since it didn't match up are you gonna refund anyone's purchases absolutely not right out of your own no get somebody fun bucks fun bucks that's right it's got my face on it they can only be spent you know they spent like at the back of my car basically I open my trunk and then you can redeem it with whatever is in my truck just like edging toward the door except you're pretty much used to these guys oh but actually the funny thing some of the ambient dialogue so in Guild Wars one really the only voice dialogue that we had was in cinematics everything else in the world was just you know dialogue bubbles that was possible and you know having your audio team is fantastic they can do sound zones that make it sound bustling it alive and then what we can help with is you know giving the characters things to say so like am-noon oasis there's a lot of fun stuff that happens right a lot of it is kind of serious and grounded in what's happening in the story and some of its a little fun so I know one of the things that was was a lot of fun when we were doing the table reads was the the the awakened vendor trying to have a conversation with them my favorite part of those when she asked so she can get you guys know it's like the only thing he says other than you know praised Yoko you by God that was so much fun well I think we had God who was it the actors who do it man it'll come to me but like two hours after the show is over yeah speaking of actors you know it's kind of cool from the speaking of Joko as well is that nolan north yeah voice of joko which means that he's also he's your player character yeah and more mnemoth in the dwarf hit stone dwarf kid guy yeah roben Ruben Rogaine talking to yourself is what you're telling me no talking to himself like no one used to get so much flak from people uh everybody's kids you know Goines my voice in this game he's my voice in that game whatever people don't understand that the guy is super versatile it's usually what ends up happening people cast him to be Nathan Drake like in our game we want you to sound like you did in uncharted which is fine I mean it's a cool character great voice but Nolan can do so much like he does the was it the penguin yeah that's right yeah it does he's one of those people who like Fred Tavish or or you know take your pick of actors who can do a million voices Nolan can do that too most of the time people don't ask him to and whenever we give him a new part he gets really excited in the booth because he gets to you know quote-unquote play yeah and he just the stuff you know everyone's gonna have an opinion on you know the Joko treatment is is he to committee cuz he not comedic enough or whatever but he definitely went for like a dark kind of creepy it's between the performance and the the audio processing that the audio team did it's just you I think people would be very surprised to know that that's nolan north also doing that character yeah I've got to listen to him do some recording once and it was just one character that he was doing but in in the off times he would just he would just play like you would say and be all over the place and you're listening like three or four people oh yeah he's filthy and now takes two by the way in between takes especially params actor oh god I know any work sound like a children's like dance competition show or something they're funny why do we have like I want to say hours of outtakes from all the different actors so like you know John DiMaggio we have like we cut it in happen it was still a little too blue and we just decided not Thursday this is not salvageable now but there's actually a lot of stuff we've been talking to Eve about maybe getting another SoundCloud like outtakes thing it might be kind of fun to work with the audio team and just get another fun of the amazing things a lot of times I'm like recording sessions we have running jokes going with the actors about stuff and alright we are getting close to 1 o'clock so we should probably wrap it up but Justin hasn't got to do this yet what was your what's your favorite thing that you brought back a person or a location or produce because I worked so much I was probably the Audrey Rock location and enough you've done the jumping puzzle inside yet but it's a get to the top it's not too bad the designers put in some spawns in there that you have to battle get a Springer yeah that does help quite a lot Audrey Rock and pretty much everything surrounding that was done so very well and I like seeing that because like we said before it was such a turning point everything in there was such a big part of Guild Wars 1 I feel like you guys did a good job bringing things you were true to the maps and you did a really good job bringing back the huge story points and then just little things scattered around the map I still am Peter did them all for you I knew that was most of us we see their deaths and we think what would review like and that's I don't want to give anybody a chance to refute that so we're gonna call it good thank you guys very very much thank you we will see you guys on the next kill tip go back kill this one